| Rhem
Review by Orb
October 2002
Rhem opens with the player being transported along a track
through quite a bit of interesting scenery. This had a bit of
a theme-park ride feel to it, with an air of the transports in
Riven thrown in for good measure. You are deposited in
Rhem after this ride, and the exploration of your surroundings
begins.
The story, or even the game goal, is not given to you right away;
instead, an unusual amount of exploration must be done before
any of this is explained. At the beginning of the game, a man
appears, announces that he has been searching for a way to escape,
steals the cart you've arrived in, and leaves you virtually stuck
there to explore and solve the puzzles. As you explore, you find
out that you will be able to get back to your own world, but only
if you find four pieces of a letter a man named Zetais has written
to his brother, assemble them, and take them to the brother. The
plot is extremely thinthis is pretty much the entirety of
it. So there are no lengthy tomes to read, nor any boring, overly
complex, and badly written plot. It's just you and the puzzles,
baby.
The game is slideshow-style, with some small animations in various
locations, mostly at the beginning and end of the game. The water,
and there is a lot of it, is beautifully rendered but static.
Transitions, which can be adjusted, are very smooth. There are
very realistic sound effects but no music or soundtrack, which,
surprisingly, I did not miss.
Rhem has nice texturing. Some is not as detailed as that
of the big-dog developers such as Presto, but the developer did
a fine job in giving the player the feeling of being in a place
with lots of stone and brick, old wooden walkways with rusted
guardrailsall very believable. The overall look of the game
reminded me of one of the worlds from Exile.
In fact, the feeling I got as I played was as though one of
the Exile worlds had been stretched out and made into a
whole game.
The surroundings of Rhem give the air of being in a three-CD
maze. Now before you get scared off by the M-word, understand
that there are no mazes in this game. The surroundings are all
different-looking, and once you explore a bit and get a grasp
on the place, it becomes very easy to find your way around. But
the way Rhem is built is maze-like. Paths curve
and wrap around, buildings can be entered and exited from different
directions as the game goes on, and the landscape is wildly vast.
There are trap doors, sliding doors and ladders, sections of paths
to be raised above water, and huge areas accessed or not depending
on the flow of water, which is all around. I found this immensely
fun, as I have always liked games with prodigious exploration.
The expansive landscape does mean in a few instances you must
do some back-and-forth hiking. Maps of the major game areas are
built into the game so that you can more easily locate where you
are and where you're going.
The degree of initial exploration is surprising. Right from the
get-go, there are some pretty good-sized areas to wander around
in. Each subsequent area that opens up as gameplay progresses
has this same expansive feel. Unfortunately, the first major puzzle,
which opens up the remainder of the game, is very ornate and has
a similar degree of complexity as the infamous organ puzzle from
9: The Lost Resort. If you are not carefully deciphering
clues at this point, this could be a real show-stopper. Once past
this, however, you better understand how to look at the surroundings
for clues and solutions. This is a "pay attention" game.
As for the rest of the puzzles, I must say, the designer really
grasps the concept of environmental puzzles like those from the
Myst series, where the player must pay attention to what's
onscreen in order to correctly determine the next move. Puzzles
are enigmatic to the extreme. The casual gamer is going to be
put off by the depth and complexity of them, but for the gamer
that likes to figure each part of a puzzle out over a period of
time to a gigantic "aha!" this is going to feel like
hitting the mother lode. I suspect these will really be a matter
of taste for most people, as the difficulty will be off-putting
to some. I found them very challenging and entertaining. Because
there was so much environment to explore, I never felt like I
was stuck or had nothing else to do while I puzzled over something.
The puzzles are all machine-style, and all fit into the context
of the environments they are found in. There is logic to them,
albeit highly enigmatic logic, which is really a puzzle unto itselflearning
the architecture of how they go together as you progress through
the game. One of the puzzles is reminiscent of The
Neverhood's console puzzle, while most are similar
to those in Exile or Riven.
The game comes on three CDs, and, like Exile, it can be
installed entirely onto the hard drive so there is no disk-swapping.
This is a really handy, nice feature. The game also played flawlessly
on a 466 MHz iBook.
Unfortunately, Rhem has the shortest endgame sequence
I've experienced since The
Crystal Key. Actually, this endgame makes The
Crystal Key look like War and Peace. Don't say I didn't
warn you! There is, though, after the game ends, a nice little
movie fly-through of all of the game areas you've just finished
playing. This is a fun little addition.
Another commendable thing about Rhem is its surprising
length for an independent effort. Even with daily playing, it
still took me a couple of weeks to finish, and once I completed
it, I felt as though I had just climbed the adventure game equivalent
of Mount Everest. I found myself consumed with getting the next
thing figured out and ended up happily taking mountainous notes,
a practice to which I am usually averse. It's rare to experience
a game with such a satisfying feeling upon discovering the solution
to an area. Did I mention the puzzles were hard?
Rhem is an ode to Myst for all point-and-click
lovers, a very worthwhile indie project. Let's hope some of those
who enjoyed Myst sit up and take notice, as this is a complex
and cleverly designed game. 
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forum to discuss this game
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The Verdict
The Lowdown
Developer: Knut
Müller
Publisher: Knut
Müller
Release Date: September 2002
Available for: 
Four Fat Chicks Links
Interview
with Knut Müller
Player
Feedback
Screenshots







System Requirements
Mac:
200 MHZ or faster Power PC
System 8.1-9.2
32 MB free RAM
25 MB free hard disk space
640x480 display, 16-bit color (thousands of colors)
12X CD-ROM drive or faster
QuickTime 4 or higher
PC:
300 MHz Pentium or faster
Windows 95, 98, 2000
32 MB free RAM
25 MB free hard disk space (minimum)
12X CD-ROM or faster
640x480 display, thousands of colors (32000/16 Bit) High Color
QuickTime 4 for Windows
Windows-compliant sound card
Video card (DirectX)
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